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Update README md
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README.md
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README.md
@ -57,13 +57,25 @@ input_scroll_down = scroll_down
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By default, **Druid** will auto-capture input focus, if any input component will be created. So you don't need to call `msg.post(".", "acquire_input_focus")`
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If you don't need this behaviour, you can disable it by settings `druid.no_auto_input` field in _game.project_:
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If you don't need this behaviour, you can disable it by setting `druid.no_auto_input` field in _game.project_:
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```
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[druid]
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no_auto_input = 1
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```
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### Template name check [optional]
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By default, **Druid** will auto check the parent component template name to build the full template name for component.
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If for some reason you want to pass the full template name by yourself, you can disable it by setting `druid.no_auto_input` field in _game.project_:
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```
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[druid]
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no_auto_template = 1
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```
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### Stencil check [optional]
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When creating input components inside stencil nodes, you probably will use `component:set_click_zone()` to restrict clicks outside this stencil zone.
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@ -73,6 +85,7 @@ Druid can do it automatically on _late_init_ component step. To enable this feat
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stencil_check = 1
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```
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### Code [optional]
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Adjust **Druid** settings, if needed:
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@ -265,11 +278,6 @@ You can fund the full **Druid** documentation here:
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https://insality.github.io/druid/
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## Games powered by Druid
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_You published your game and you using Druid? Note me!_
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## License
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- Developed and supported by [Insality](https://github.com/Insality)
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@ -143,7 +143,8 @@ end
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--- Get node for component by name.
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-- If component has nodes, node_or_name should be string
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-- It auto pick node by template name or from nodes by clone_tree
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-- if they was setup via component:set_nodes, component:set_template
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-- if they was setup via component:set_nodes, component:set_template.
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-- If node is not found, the exception will fired
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-- @tparam BaseComponent self @{BaseComponent}
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-- @tparam string|node node_or_name Node name or node itself
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-- @treturn node Gui node
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